media industries Flashcards
social and cultural contexts:
when has the global video game industry been growing?
since the early days of Atari home entertainment in the 1980s
social and cultural contexts:
what has happened in recent years?
the diversity of game genres and platforms on which they can be played has meant an explosion in the gaming industry
social and cultural contexts:
what are expected based on a 2015 economic forecast?
video games sales are expected to reach $90 billion by 2020
social and cultural contexts:
what is considered for the 25% of the global population?
in 2014, it was calculated there were 1.8 billion gamers in the world
social and cultural contexts:
how does the 25% of the population challenge the stereotype of gamers as young geeky men?
In 2018 in the USA, 28% of gamers were under 18, but 23% were over 50 years old.
There was a 66/44% male/female gender split
social and cultural contexts:
what is the gender spilt?
There was a 66/44% male/female gender split
social and cultural contexts:
what are the range of genres?
first-person-shooters to puzzles and learning tools - has varied the demographic for gamers
social and cultural contexts:
why are the variety of platforms having the growth of the industry?
variety of platforms - not just home consoles, but on tablets and smartphones - that high quality, complex and engaging games can be accessed has also led to the growth of the industry
social and cultural contexts:
what has increasingly become a social activity?
gaming
social and cultural contexts:
what was Ultima Online considered in 1997?
how did this impact in the long term?
the first on-line multiplayer game, and since then socialising in the game world has become an everyday activity for millions of people, usually geographically far apart
social and cultural contexts:
what has people develop in games?
develop alliances, friendships and even romantic relationships as their game characters
social and cultural contexts:
what is ‘eSports’?
live competitive gaming events between celebrity players
social and cultural contexts:
how has eSports becoming popular?
attracting millions of viewers
through sites like Twitch and even packing huge stadiums like traditional sporting events
Consider the impact of new technology and convergence:
what is one of the things that have made Fortnite so popular?
the ability to access the game from consoles, PCs, laptops, smartphones or tablets
Consider the impact of new technology and convergence:
what you can download it for?
a range of operating systems, can move,
mid-game, between devices without interrupting gameplay.
Consider the impact of new technology and convergence:
what is technologically convergence?
can be played at home, or on the move, on a tiny screen or a video projector.
Consider the impact of new technology and convergence:
what is epic game’s operating system called?
Unreal Engine
Consider the impact of new technology and convergence:
why does epic games have an operating system?
to develop Fornite
Consider the impact of new technology and convergence:
why have they made their operating system available on their website?
encourage their audience to use it to develop their own games
Consider the impact of new technology and convergence:
what has unreal engine been used by?
professional game developers to create titles
like Batman: Arkham City and Infinity Blade
Consider the impact of new technology and convergence:
what is fornite a good example of?
cross-media convergence, where more than one media brand or form joins to promote each other
Consider the impact of new technology and convergence:
what are they considered on YouTube and Twitch?
why?
most viewed game on YouTube, and has also used streaming platforms like Twitch to broadcast live competitions.